I've seen many topic talking about that kind of problem but I don't know what is exactly mine. So, can you help me? I'm making a game with LibGDX for desktop. It's a platformer where there is an OrtographicCamera(854, 480) and, LwjglApplicationConfiguration size (window size, I think) is the same, 854x480.

Here you have the game with standard resolution:

Now, I change LwjglApplicationConfiguration resolution x2 (1708x960):

Sprites look nice too but, when I use another resolution, x1.5 for example (1281x720):

Pixels get crazy... there is a way in order to don't deform textures (or smooth them) no matter what is the LwjglApplicationConfiguration size?

When downscaling (or upscaling) Images, you can decide how the graphics card is going to do it:

When set to Nearest, the graphics card will simply look for the texel that is the nearest to the pixel it should be placed to.

When set to Linear, the graphics card will look at the surrounding texels and try to linearly interpolate the colors and set the pixel color to the computed color.

That's why Linear appears smoother.Though I thought that that's not the effect you wanted to have. It looked like your game is a little more retro, and usually you use Nearest Filtering in retro games, since this is mostly how 'retro' games look.

You was right. Nearest filter is what I was looking for but I dont want that textures get deformed. If I don't find other way I think I'll let use only two resolutions, 854x480 and 1708x960 (x2). After trying Linear filter in depth It gave me graphic errors like lines around textures...

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